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10-21-17 03:07:29 AM

Jul - NSMB Hacking (Archive) - Sprite Data Reference (Long) New poll - New thread - New reply
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Hiccup
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Posted on 08-17-09 06:56:02 AM Link | Quote
Originally posted by Martboo48
I´ve found some unused sprite data:

31 - Cheep cheep
00 00 02 00 00 00 = Acts like sprite 130, but it goes jumping onto the water.
00 00 03 00 00 00 = It doesn´t move (inside water)

37 - Spiny
00 00 00 03 00 00 = It goes faster

38 - Boo
00 00 01 00 00 00 = It goes faster

90 - Wiggler
00 00 01 00 00 00 = Makes it bigger. Acts like the smaller one

94 - Swooper
00 00 01 00 00 00 = Makes it bigger. Acts like the smaller one

130 - Jumping cheep-cheep
00 00 10 00 00 00 = Acts like the cheep-cheeps that appear with the cheep skipper (third world´s boss)

I´m not English so my English is not perfect but I think you can understand me


Cool Giant enemies! I hope that there will be a giant goomba that dosent use the boss sprites
ps i think your english is fine!
Ehm
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Posted on 08-17-09 09:58:36 AM Link | Quote
well I think once someone finds out how to add bosses to levels without them crashing, then we'd have access to giant versions of the main enemies. And with heavier attack power to boot ^__^
PSI Purple
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Posted on 08-17-09 11:31:05 AM (last edited by PSI Purple at 08-17-09 11:45 AM) Link | Quote
Originally posted by Hiccup
sprite 25?, tile 25?, sprite 88?, tile 88?

i still dont know


He said "Update : Object 25 with sprite 88."

I have a feeling that he means to place Object 25 in the same location as a Sprite 88 to get a Brick Block that acts like a coin... If Object 25 is a Block... I don't memorize the numbers.
Hiccup
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Posted on 08-17-09 02:20:39 PM Link | Quote
Originally posted by m64m
well I think once someone finds out how to add bosses to levels without them crashing, then we'd have access to giant versions of the main enemies. And with heavier attack power to boot ^__^

That might need asm hacking or just working out everything in the header file
Hiccup
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Posted on 08-17-09 02:23:15 PM Link | Quote
Originally posted by PSI Purple
Originally posted by Hiccup
sprite 25?, tile 25?, sprite 88?, tile 88?

i still dont know


He said "Update : Object 25 with sprite 88."

I have a feeling that he means to place Object 25 in the same location as a Sprite 88 to get a Brick Block that acts like a coin... If Object 25 is a Block... I don't memorize the numbers.


Ive tried putting object 25 (coin) with sprite 88 (brick with p switch) on top its just solid

RPM maybe you could post an nml with this in


---------------------------------------------------------------------------------------------------------------


Originally posted by m64m
well I think once someone finds out how to add bosses to levels without them crashing, then we'd have access to giant versions of the main enemies. And with heavier attack power to boot ^__^

That might need asm hacking or just working out everything in the header file
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 08-23-09 02:04:21 PM (last edited by dirbaio at 09-06-09 11:30 AM) Link | Quote
I have found out some camera stuff.


198 / 199. scroll controls
These two sprites go in pairs. Each pair must have the same data and be at the same height. Each pair defines a vertical pan limit, so that if X mario Position is BETWEEN the two sprites, the camera will be restricted.

0000 YYUU 00D0

YY: The y pixels to move the limit. If it is an up limit, the limit will be moved upwards. If it is down, it will be moved down.
UU: I don't know what are those. They are sometimes set to 1. If i change it, it no longer works.

D: The direction of the limit. If 0, the camera cannot move lower. If 1, the camera cannot move higher

IMPORTANT EDIT: after TWO DAYS of trying to solve an annoying camera issue with 198 and 199 I found out another thing about them: In the level, the sprites are ordered, which means that internally, the level is an ordered list of sprites. When you put a 198, it takes the 199 that is immediatly after it in the list, even if there is another 199 nearer. So if you create a 198, you have to create IMMEDIATLY AFTER the corresponding 199, and never loose it.

276: Scroll Stop

This sprite causes the camera to stop moving sideways if Mario is in certain Y position, depending of the data.

0000 HD0H 0000

H: Height. This will cause the scroll to stop if Mario is from 0 to H tiles higher than the sprite
This value is split (look at the two H's). The first one is the second (hex) digit and the second one is the first digit. For example, if the data is 0000 2101 0000, the height is 12 in hex. Just take the two H's in reverse order.


D: Direction. 0 stops the camera from going right. 1 from going left.
PSI Purple
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Posted on 08-26-09 01:59:35 PM Link | Quote
I think I found something with Sprite 155... The new part is in bold.


155: Warp to Level
Data: 0000 YEXX AFMS - Y = warp height (minus 1), XX = warp width (minus 1), E = destination entrance, A = destination area, F = Set to 1 if it will only warp if mario's climbing a vine - Set to 8 for normal warp with "fading screen transition," M = Mega Mario Compatibility: Set to 1 to allow Mega Mario to use it. S = Warp sound: 00 for pipe sound, 01 for no sound.



I figured this out because I set up a Warp in a level and had everything set. It worked with normal Mario, but when I was Mega Mario, I went right through it, but as soon as I ran out of the Power-Up, the warp worked. It's used in the regular levels too, but I only noticed it being set to 1.... But I only checked one level... But when I set it to 1 in my level, it worked with Mega Mario, so that must be part of it.
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Posted on 09-08-09 09:44:14 AM (last edited by RPM at 09-08-09 09:49 AM) Link | Quote
Originally posted by Hiccup
sprite 25?, tile 25?, sprite 88?, tile 88?

i still dont know


you know, when you catch a coin, the coin disapear, ok ?

so, this is exactly the same thing, it's just the apparence who change.

but, it's more complicated : i use a P-switch who change the coin to a fake brick

i'll do a movie of that.




Martboo48 ==> est-ce que t'es français ? xD
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 09-08-09 01:02:08 PM Link | Quote
I've found an unused 276 sprite data.

0000 0000 00F0

F: If set to 1, it only allows the camera to go forward, like in the secret challenge mode.
Tanks

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Posted on 09-13-09 12:08:20 AM Link | Quote
I'll take note of that one.
I Love Ikachan!
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Posted on 09-14-09 09:21:02 PM (last edited by The T at 09-14-09 09:33 PM) Link | Quote
249: Wall Jump Platform

3rd byte: Determines whenever it is thin or thick. (0 is thin, 1 is thick, for example.)
4th byte: Determines how many blocks are in the sprite. (ex. changing it to 20 makes it only have 15 blocks.)
5th byte: Determines what direction it goes. Change it to 10 or 11 and it won't move until Mario touches it.

I think I got most of the stuff for this sprite.
gridatttack

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Posted on 09-14-09 10:39:35 PM (last edited by gridatttack at 09-15-09 10:55 AM) Link | Quote
Here are some others, some of these many people might have find them like 43 and 258, but anyways

43 is a lakitu Havent noticed the differences with the original.

258 is a spikebass the difference is that it works on a lower water level the used one dosent Thanks to hiccup for this.

for 255 is 00 00 SS 00 00 W0 change s to the speed that will start hovering, change W to have invisble water at the height of the plants

266 is a red dot or flame that appears in front of you near the area you putted it. Some say is hot foot from SMB3.

203 is a purple tilt mushroom that is small and tilts slowly

for 149 (I THINK this is unused) 00 00 10 00 00 00 to make appear a empty koopa shell. if you change the color to blue you can grab the blue shell and carry it around but if you ground pound you will get the powerup like in the beta way of getting this powerup.

for buzzy bettle put 00 00 02 00 00 00 to make appear only his shell
dirbaio
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Posted on 09-27-09 02:45:01 PM (last edited by dirbaio at 09-27-09 02:45 PM) Link | Quote
I've found some useless unused data for unused sprite 270
As Hiccup said before, 270 is a pipe that is being destroyed, with Mega Mario

Sprite Data:

00 00 SS 00 FU L0

S: Size of the pipe in blocks. (Hiccup only saw the bits of pipe, not a pipe because he tested it with 0 size)
F: Makes a vibrating horizontal pipe?? Makes a real pipe when you touch it??? I don't know exactly what this does.
U: Makes the pipe be upside-down
L: Makes the pipe fly left instead of right.

I don't think this is all. I'll edit if I find more...
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Posted on 10-21-09 12:29:57 PM Link | Quote
I've got one question:

I found a tile/sprite rip of this game maybe a year or two ago, and I was just looking through it recently. Everything looked intact, but then there was something extra with the power-ups. And that was a Lightning Bolt. And it looked similar to the ones in Mario Kart, but it was around the size of the Super Mushroom. Has anyone seen this in the game data, or found anything that relates to it? It looks like it could be an unused item.
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Posted on 10-21-09 12:33:50 PM Link | Quote
Originally posted by EngineR3
I've got one question:

I found a tile/sprite rip of this game maybe a year or two ago, and I was just looking through it recently. Everything looked intact, but then there was something extra with the power-ups. And that was a Lightning Bolt. And it looked similar to the ones in Mario Kart, but it was around the size of the Super Mushroom. Has anyone seen this in the game data, or found anything that relates to it? It looks like it could be an unused item.

That's actually the rip I did myself back before I started hacking NSMB and everything.

It's in the graphics data along with the other powerups and a few other sprites (like the growing vines) but I haven't found anything else related to it. I think it's probably just an unused sprite and nothing else.
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Posted on 10-30-09 12:31:04 PM (last edited by TheKinoko at 10-30-09 12:31 PM) Link | Quote
You said lightning bolt?

Might be beta stuff. I read in some early news about NSMB that it was going to have a powerup like that, that would make the other player tiny, exactly like in Mario Kart. Those news were also mentioning the famous coop mode, and 3D-looking [!] blocks that would bring the other player next to you when you hit them.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 10-30-09 01:13:29 PM Link | Quote
Originally posted by TheKinoko
You said lightning bolt?

Might be beta stuff. I read in some early news about NSMB that it was going to have a powerup like that, that would make the other player tiny, exactly like in Mario Kart. Those news were also mentioning the famous coop mode, and 3D-looking [!] blocks that would bring the other player next to you when you hit them.


yeah. but i guess that that is only the graphics. we have not found any block that spawns it, and most likely these graphics are just unused, i mean, you cant get them in the game without asm hacking ...
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Posted on 10-30-09 01:52:46 PM Link | Quote
In the beta there were blue question blocks that had bolts of lightning that sent your opponent to the start of the level in the multiplayer races. i think
dirbaio
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Posted on 10-30-09 01:57:40 PM Link | Quote
it would be interesting to see some videos of it if it really exists...
but i dont think that the sprites are still there...
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Posted on 10-30-09 02:11:23 PM (last edited by Treeki at 10-31-09 06:05 PM) Link | Quote
I found and managed to download a video that shows some of those 3D-looking blocks in action. It's on some french gaming site. If I get a Youtube account, I could put it there if it interests some of you...


Well, the file is really big, so instead of letting you spend hours downloading it, I'm going to get a Youtube account and put it there
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Jul - NSMB Hacking (Archive) - Sprite Data Reference (Long) New poll - New thread - New reply




Rusted Logic

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